@babylonjs/materials 5.0.0-rc.7 → 5.0.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (187) hide show
  1. package/cell/cell.fragment.d.ts +17 -17
  2. package/cell/cell.fragment.js +20 -20
  3. package/cell/cell.vertex.d.ts +18 -18
  4. package/cell/cell.vertex.js +21 -21
  5. package/cell/cellMaterial.d.ts +37 -37
  6. package/cell/cellMaterial.js +304 -304
  7. package/cell/cellMaterial.js.map +1 -1
  8. package/cell/index.d.ts +1 -1
  9. package/cell/index.js +1 -1
  10. package/custom/customMaterial.d.ts +69 -69
  11. package/custom/customMaterial.js +216 -216
  12. package/custom/customMaterial.js.map +1 -1
  13. package/custom/index.d.ts +2 -2
  14. package/custom/index.js +2 -2
  15. package/custom/pbrCustomMaterial.d.ts +71 -71
  16. package/custom/pbrCustomMaterial.js +241 -241
  17. package/custom/pbrCustomMaterial.js.map +1 -1
  18. package/fire/fire.fragment.d.ts +11 -11
  19. package/fire/fire.fragment.js +14 -14
  20. package/fire/fire.vertex.d.ts +15 -15
  21. package/fire/fire.vertex.js +18 -18
  22. package/fire/fireMaterial.d.ts +38 -38
  23. package/fire/fireMaterial.js +342 -342
  24. package/fire/fireMaterial.js.map +1 -1
  25. package/fire/index.d.ts +1 -1
  26. package/fire/index.js +1 -1
  27. package/fur/fur.fragment.d.ts +17 -17
  28. package/fur/fur.fragment.js +20 -20
  29. package/fur/fur.vertex.d.ts +18 -18
  30. package/fur/fur.vertex.js +21 -21
  31. package/fur/furMaterial.d.ts +57 -56
  32. package/fur/furMaterial.js +500 -500
  33. package/fur/furMaterial.js.map +1 -1
  34. package/fur/index.d.ts +1 -1
  35. package/fur/index.js +1 -1
  36. package/gradient/gradient.fragment.d.ts +17 -17
  37. package/gradient/gradient.fragment.js +20 -20
  38. package/gradient/gradient.vertex.d.ts +18 -18
  39. package/gradient/gradient.vertex.js +21 -21
  40. package/gradient/gradientMaterial.d.ts +37 -37
  41. package/gradient/gradientMaterial.js +275 -275
  42. package/gradient/gradientMaterial.js.map +1 -1
  43. package/gradient/index.d.ts +1 -1
  44. package/gradient/index.js +1 -1
  45. package/grid/grid.fragment.d.ts +8 -8
  46. package/grid/grid.fragment.js +11 -11
  47. package/grid/grid.vertex.d.ts +9 -9
  48. package/grid/grid.vertex.js +12 -12
  49. package/grid/gridMaterial.d.ts +78 -77
  50. package/grid/gridMaterial.js +276 -276
  51. package/grid/gridMaterial.js.map +1 -1
  52. package/grid/index.d.ts +1 -1
  53. package/grid/index.js +1 -1
  54. package/index.d.ts +15 -15
  55. package/index.js +16 -15
  56. package/index.js.map +1 -1
  57. package/lava/index.d.ts +1 -1
  58. package/lava/index.js +1 -1
  59. package/lava/lava.fragment.d.ts +17 -17
  60. package/lava/lava.fragment.js +20 -20
  61. package/lava/lava.vertex.d.ts +18 -18
  62. package/lava/lava.vertex.js +21 -21
  63. package/lava/lavaMaterial.d.ts +45 -45
  64. package/lava/lavaMaterial.js +394 -394
  65. package/lava/lavaMaterial.js.map +1 -1
  66. package/legacy/legacy-cell.d.ts +1 -1
  67. package/legacy/legacy-cell.js +13 -12
  68. package/legacy/legacy-cell.js.map +1 -1
  69. package/legacy/legacy-custom.d.ts +1 -1
  70. package/legacy/legacy-custom.js +13 -12
  71. package/legacy/legacy-custom.js.map +1 -1
  72. package/legacy/legacy-fire.d.ts +1 -1
  73. package/legacy/legacy-fire.js +13 -12
  74. package/legacy/legacy-fire.js.map +1 -1
  75. package/legacy/legacy-fur.d.ts +1 -1
  76. package/legacy/legacy-fur.js +13 -12
  77. package/legacy/legacy-fur.js.map +1 -1
  78. package/legacy/legacy-gradient.d.ts +1 -1
  79. package/legacy/legacy-gradient.js +13 -12
  80. package/legacy/legacy-gradient.js.map +1 -1
  81. package/legacy/legacy-grid.d.ts +1 -1
  82. package/legacy/legacy-grid.js +13 -12
  83. package/legacy/legacy-grid.js.map +1 -1
  84. package/legacy/legacy-lava.d.ts +1 -1
  85. package/legacy/legacy-lava.js +13 -12
  86. package/legacy/legacy-lava.js.map +1 -1
  87. package/legacy/legacy-mix.d.ts +1 -1
  88. package/legacy/legacy-mix.js +13 -12
  89. package/legacy/legacy-mix.js.map +1 -1
  90. package/legacy/legacy-normal.d.ts +1 -1
  91. package/legacy/legacy-normal.js +13 -12
  92. package/legacy/legacy-normal.js.map +1 -1
  93. package/legacy/legacy-shadowOnly.d.ts +1 -1
  94. package/legacy/legacy-shadowOnly.js +13 -12
  95. package/legacy/legacy-shadowOnly.js.map +1 -1
  96. package/legacy/legacy-simple.d.ts +1 -1
  97. package/legacy/legacy-simple.js +13 -12
  98. package/legacy/legacy-simple.js.map +1 -1
  99. package/legacy/legacy-sky.d.ts +1 -1
  100. package/legacy/legacy-sky.js +13 -12
  101. package/legacy/legacy-sky.js.map +1 -1
  102. package/legacy/legacy-terrain.d.ts +1 -1
  103. package/legacy/legacy-terrain.js +13 -12
  104. package/legacy/legacy-terrain.js.map +1 -1
  105. package/legacy/legacy-triPlanar.d.ts +1 -1
  106. package/legacy/legacy-triPlanar.js +13 -12
  107. package/legacy/legacy-triPlanar.js.map +1 -1
  108. package/legacy/legacy-water.d.ts +1 -1
  109. package/legacy/legacy-water.js +13 -12
  110. package/legacy/legacy-water.js.map +1 -1
  111. package/legacy/legacy.d.ts +1 -1
  112. package/legacy/legacy.js +16 -15
  113. package/legacy/legacy.js.map +1 -1
  114. package/license.md +71 -0
  115. package/mix/index.d.ts +1 -1
  116. package/mix/index.js +1 -1
  117. package/mix/mix.fragment.d.ts +17 -17
  118. package/mix/mix.fragment.js +20 -20
  119. package/mix/mix.vertex.d.ts +18 -18
  120. package/mix/mix.vertex.js +21 -21
  121. package/mix/mixMaterial.d.ts +65 -65
  122. package/mix/mixMaterial.js +510 -510
  123. package/mix/mixMaterial.js.map +1 -1
  124. package/normal/index.d.ts +1 -1
  125. package/normal/index.js +1 -1
  126. package/normal/normal.fragment.d.ts +17 -17
  127. package/normal/normal.fragment.js +20 -20
  128. package/normal/normal.vertex.d.ts +18 -18
  129. package/normal/normal.vertex.js +21 -21
  130. package/normal/normalMaterial.d.ts +36 -36
  131. package/normal/normalMaterial.js +336 -336
  132. package/normal/normalMaterial.js.map +1 -1
  133. package/package.json +24 -5
  134. package/shadowOnly/index.d.ts +1 -1
  135. package/shadowOnly/index.js +1 -1
  136. package/shadowOnly/shadowOnly.fragment.d.ts +16 -16
  137. package/shadowOnly/shadowOnly.fragment.js +19 -19
  138. package/shadowOnly/shadowOnly.vertex.d.ts +18 -18
  139. package/shadowOnly/shadowOnly.vertex.js +21 -21
  140. package/shadowOnly/shadowOnlyMaterial.d.ts +30 -30
  141. package/shadowOnly/shadowOnlyMaterial.js +254 -254
  142. package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
  143. package/simple/index.d.ts +1 -1
  144. package/simple/index.js +1 -1
  145. package/simple/simple.fragment.d.ts +17 -17
  146. package/simple/simple.fragment.js +20 -20
  147. package/simple/simple.vertex.d.ts +18 -18
  148. package/simple/simple.vertex.js +21 -21
  149. package/simple/simpleMaterial.d.ts +35 -35
  150. package/simple/simpleMaterial.js +295 -295
  151. package/simple/simpleMaterial.js.map +1 -1
  152. package/sky/index.d.ts +1 -1
  153. package/sky/index.js +1 -1
  154. package/sky/sky.fragment.d.ts +10 -10
  155. package/sky/sky.fragment.js +13 -13
  156. package/sky/sky.vertex.d.ts +9 -9
  157. package/sky/sky.vertex.js +12 -12
  158. package/sky/skyMaterial.d.ts +147 -146
  159. package/sky/skyMaterial.js +359 -359
  160. package/sky/skyMaterial.js.map +1 -1
  161. package/terrain/index.d.ts +1 -1
  162. package/terrain/index.js +1 -1
  163. package/terrain/terrain.fragment.d.ts +17 -17
  164. package/terrain/terrain.fragment.js +20 -20
  165. package/terrain/terrain.vertex.d.ts +18 -18
  166. package/terrain/terrain.vertex.js +21 -21
  167. package/terrain/terrainMaterial.d.ts +50 -50
  168. package/terrain/terrainMaterial.js +426 -426
  169. package/terrain/terrainMaterial.js.map +1 -1
  170. package/triPlanar/index.d.ts +1 -1
  171. package/triPlanar/index.js +1 -1
  172. package/triPlanar/triPlanarMaterial.d.ts +49 -49
  173. package/triPlanar/triPlanarMaterial.js +403 -403
  174. package/triPlanar/triPlanarMaterial.js.map +1 -1
  175. package/triPlanar/triplanar.fragment.d.ts +17 -17
  176. package/triPlanar/triplanar.fragment.js +20 -20
  177. package/triPlanar/triplanar.vertex.d.ts +18 -18
  178. package/triPlanar/triplanar.vertex.js +21 -21
  179. package/water/index.d.ts +1 -1
  180. package/water/index.js +1 -1
  181. package/water/water.fragment.d.ts +19 -19
  182. package/water/water.fragment.js +22 -22
  183. package/water/water.vertex.d.ts +20 -20
  184. package/water/water.vertex.js +23 -23
  185. package/water/waterMaterial.d.ts +135 -135
  186. package/water/waterMaterial.js +736 -736
  187. package/water/waterMaterial.js.map +1 -1
@@ -1,71 +1,71 @@
1
- import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
2
- import { Effect } from "@babylonjs/core/Materials/effect.js";
3
- import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
4
- import { PBRMaterial } from "@babylonjs/core/Materials/PBR/pbrMaterial.js";
5
- import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
6
- import { Scene } from "@babylonjs/core/scene.js";
7
- import { ICustomShaderNameResolveOptions } from "@babylonjs/core/Materials/material.js";
8
- export declare class ShaderAlebdoParts {
9
- constructor();
10
- Fragment_Begin: string;
11
- Fragment_Definitions: string;
12
- Fragment_MainBegin: string;
13
- Fragment_MainEnd: string;
14
- Fragment_Custom_Albedo: string;
15
- Fragment_Before_Lights: string;
16
- Fragment_Custom_MetallicRoughness: string;
17
- Fragment_Custom_MicroSurface: string;
18
- Fragment_Before_Fog: string;
19
- Fragment_Custom_Alpha: string;
20
- Fragment_Before_FinalColorComposition: string;
21
- Fragment_Before_FragColor: string;
22
- Vertex_Begin: string;
23
- Vertex_Definitions: string;
24
- Vertex_MainBegin: string;
25
- Vertex_Before_PositionUpdated: string;
26
- Vertex_Before_NormalUpdated: string;
27
- Vertex_After_WorldPosComputed: string;
28
- Vertex_MainEnd: string;
29
- }
30
- export declare class PBRCustomMaterial extends PBRMaterial {
31
- static ShaderIndexer: number;
32
- CustomParts: ShaderAlebdoParts;
33
- _isCreatedShader: boolean;
34
- _createdShaderName: string;
35
- _customUniform: string[];
36
- _newUniforms: string[];
37
- _newUniformInstances: {
38
- [name: string]: any;
39
- };
40
- _newSamplerInstances: {
41
- [name: string]: Texture;
42
- };
43
- _customAttributes: string[];
44
- FragmentShader: string;
45
- VertexShader: string;
46
- AttachAfterBind(mesh: Mesh | undefined, effect: Effect): void;
47
- ReviewUniform(name: string, arr: string[]): string[];
48
- Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions): string;
49
- constructor(name: string, scene?: Scene);
50
- AddUniform(name: string, kind: string, param: any): PBRCustomMaterial;
51
- AddAttribute(name: string): PBRCustomMaterial;
52
- Fragment_Begin(shaderPart: string): PBRCustomMaterial;
53
- Fragment_Definitions(shaderPart: string): PBRCustomMaterial;
54
- Fragment_MainBegin(shaderPart: string): PBRCustomMaterial;
55
- Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial;
56
- Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial;
57
- Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial;
58
- Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial;
59
- Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial;
60
- Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial;
61
- Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial;
62
- Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial;
63
- Fragment_MainEnd(shaderPart: string): PBRCustomMaterial;
64
- Vertex_Begin(shaderPart: string): PBRCustomMaterial;
65
- Vertex_Definitions(shaderPart: string): PBRCustomMaterial;
66
- Vertex_MainBegin(shaderPart: string): PBRCustomMaterial;
67
- Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial;
68
- Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial;
69
- Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial;
70
- Vertex_MainEnd(shaderPart: string): PBRCustomMaterial;
71
- }
1
+ import type { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
2
+ import { Effect } from "@babylonjs/core/Materials/effect.js";
3
+ import type { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
4
+ import { PBRMaterial } from "@babylonjs/core/Materials/PBR/pbrMaterial.js";
5
+ import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
6
+ import type { Scene } from "@babylonjs/core/scene.js";
7
+ import type { ICustomShaderNameResolveOptions } from "@babylonjs/core/Materials/material.js";
8
+ export declare class ShaderAlebdoParts {
9
+ constructor();
10
+ Fragment_Begin: string;
11
+ Fragment_Definitions: string;
12
+ Fragment_MainBegin: string;
13
+ Fragment_MainEnd: string;
14
+ Fragment_Custom_Albedo: string;
15
+ Fragment_Before_Lights: string;
16
+ Fragment_Custom_MetallicRoughness: string;
17
+ Fragment_Custom_MicroSurface: string;
18
+ Fragment_Before_Fog: string;
19
+ Fragment_Custom_Alpha: string;
20
+ Fragment_Before_FinalColorComposition: string;
21
+ Fragment_Before_FragColor: string;
22
+ Vertex_Begin: string;
23
+ Vertex_Definitions: string;
24
+ Vertex_MainBegin: string;
25
+ Vertex_Before_PositionUpdated: string;
26
+ Vertex_Before_NormalUpdated: string;
27
+ Vertex_After_WorldPosComputed: string;
28
+ Vertex_MainEnd: string;
29
+ }
30
+ export declare class PBRCustomMaterial extends PBRMaterial {
31
+ static ShaderIndexer: number;
32
+ CustomParts: ShaderAlebdoParts;
33
+ _isCreatedShader: boolean;
34
+ _createdShaderName: string;
35
+ _customUniform: string[];
36
+ _newUniforms: string[];
37
+ _newUniformInstances: {
38
+ [name: string]: any;
39
+ };
40
+ _newSamplerInstances: {
41
+ [name: string]: Texture;
42
+ };
43
+ _customAttributes: string[];
44
+ FragmentShader: string;
45
+ VertexShader: string;
46
+ AttachAfterBind(mesh: Mesh | undefined, effect: Effect): void;
47
+ ReviewUniform(name: string, arr: string[]): string[];
48
+ Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions): string;
49
+ constructor(name: string, scene?: Scene);
50
+ AddUniform(name: string, kind: string, param: any): PBRCustomMaterial;
51
+ AddAttribute(name: string): PBRCustomMaterial;
52
+ Fragment_Begin(shaderPart: string): PBRCustomMaterial;
53
+ Fragment_Definitions(shaderPart: string): PBRCustomMaterial;
54
+ Fragment_MainBegin(shaderPart: string): PBRCustomMaterial;
55
+ Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial;
56
+ Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial;
57
+ Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial;
58
+ Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial;
59
+ Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial;
60
+ Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial;
61
+ Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial;
62
+ Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial;
63
+ Fragment_MainEnd(shaderPart: string): PBRCustomMaterial;
64
+ Vertex_Begin(shaderPart: string): PBRCustomMaterial;
65
+ Vertex_Definitions(shaderPart: string): PBRCustomMaterial;
66
+ Vertex_MainBegin(shaderPart: string): PBRCustomMaterial;
67
+ Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial;
68
+ Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial;
69
+ Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial;
70
+ Vertex_MainEnd(shaderPart: string): PBRCustomMaterial;
71
+ }
@@ -1,242 +1,242 @@
1
- import { __extends } from "tslib";
2
- import { Effect } from "@babylonjs/core/Materials/effect.js";
3
- import { PBRMaterial } from "@babylonjs/core/Materials/PBR/pbrMaterial.js";
4
- import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
5
- import { ShaderCodeInliner } from "@babylonjs/core/Engines/Processors/shaderCodeInliner.js";
6
- var ShaderAlebdoParts = /** @class */ (function () {
7
- function ShaderAlebdoParts() {
8
- }
9
- return ShaderAlebdoParts;
10
- }());
11
- export { ShaderAlebdoParts };
12
- var PBRCustomMaterial = /** @class */ (function (_super) {
13
- __extends(PBRCustomMaterial, _super);
14
- function PBRCustomMaterial(name, scene) {
15
- var _this = _super.call(this, name, scene) || this;
16
- _this.CustomParts = new ShaderAlebdoParts();
17
- _this.customShaderNameResolve = _this.Builder;
18
- _this.FragmentShader = Effect.ShadersStore["pbrPixelShader"];
19
- _this.VertexShader = Effect.ShadersStore["pbrVertexShader"];
20
- _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore["pbrBlockAlbedoOpacity"]);
21
- _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore["pbrBlockReflectivity"]);
22
- _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore["pbrBlockFinalColorComposition"]);
23
- return _this;
24
- }
25
- PBRCustomMaterial.prototype.AttachAfterBind = function (mesh, effect) {
26
- if (this._newUniformInstances) {
27
- for (var el in this._newUniformInstances) {
28
- var ea = el.toString().split("-");
29
- if (ea[0] == "vec2") {
30
- effect.setVector2(ea[1], this._newUniformInstances[el]);
31
- }
32
- else if (ea[0] == "vec3") {
33
- effect.setVector3(ea[1], this._newUniformInstances[el]);
34
- }
35
- else if (ea[0] == "vec4") {
36
- effect.setVector4(ea[1], this._newUniformInstances[el]);
37
- }
38
- else if (ea[0] == "mat4") {
39
- effect.setMatrix(ea[1], this._newUniformInstances[el]);
40
- }
41
- else if (ea[0] == "float") {
42
- effect.setFloat(ea[1], this._newUniformInstances[el]);
43
- }
44
- }
45
- }
46
- if (this._newSamplerInstances) {
47
- for (var el in this._newSamplerInstances) {
48
- var ea = el.toString().split("-");
49
- if (ea[0] == "sampler2D" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {
50
- effect.setTexture(ea[1], this._newSamplerInstances[el]);
51
- }
52
- }
53
- }
54
- };
55
- PBRCustomMaterial.prototype.ReviewUniform = function (name, arr) {
56
- if (name == "uniform" && this._newUniforms) {
57
- for (var ind = 0; ind < this._newUniforms.length; ind++) {
58
- if (this._customUniform[ind].indexOf("sampler") == -1) {
59
- arr.push(this._newUniforms[ind]);
60
- }
61
- }
62
- }
63
- if (name == "sampler" && this._newUniforms) {
64
- for (var ind = 0; ind < this._newUniforms.length; ind++) {
65
- if (this._customUniform[ind].indexOf("sampler") != -1) {
66
- arr.push(this._newUniforms[ind]);
67
- }
68
- }
69
- }
70
- return arr;
71
- };
72
- PBRCustomMaterial.prototype.Builder = function (shaderName, uniforms, uniformBuffers, samplers, defines, attributes, options) {
73
- var _this = this;
74
- if (options) {
75
- var currentProcessing_1 = options.processFinalCode;
76
- options.processFinalCode = function (type, code) {
77
- if (type === "vertex") {
78
- return currentProcessing_1 ? currentProcessing_1(type, code) : code;
79
- }
80
- var sci = new ShaderCodeInliner(code);
81
- sci.inlineToken = "#define pbr_inline";
82
- sci.processCode();
83
- return currentProcessing_1 ? currentProcessing_1(type, sci.code) : sci.code;
84
- };
85
- }
86
- if (attributes && this._customAttributes && this._customAttributes.length > 0) {
87
- attributes.push.apply(attributes, this._customAttributes);
88
- }
89
- this.ReviewUniform("uniform", uniforms);
90
- this.ReviewUniform("sampler", samplers);
91
- if (this._isCreatedShader) {
92
- return this._createdShaderName;
93
- }
94
- this._isCreatedShader = false;
95
- PBRCustomMaterial.ShaderIndexer++;
96
- var name = "custom_" + PBRCustomMaterial.ShaderIndexer;
97
- var fn_afterBind = this._afterBind.bind(this);
98
- this._afterBind = function (m, e) {
99
- if (!e) {
100
- return;
101
- }
102
- _this.AttachAfterBind(m, e);
103
- try {
104
- fn_afterBind(m, e);
105
- }
106
- catch (e) { }
107
- };
108
- Effect.ShadersStore[name + "VertexShader"] = this.VertexShader.replace("#define CUSTOM_VERTEX_BEGIN", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : "")
109
- .replace("#define CUSTOM_VERTEX_DEFINITIONS", (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : ""))
110
- .replace("#define CUSTOM_VERTEX_MAIN_BEGIN", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : "")
111
- .replace("#define CUSTOM_VERTEX_UPDATE_POSITION", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : "")
112
- .replace("#define CUSTOM_VERTEX_UPDATE_NORMAL", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : "")
113
- .replace("#define CUSTOM_VERTEX_MAIN_END", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : "");
114
- if (this.CustomParts.Vertex_After_WorldPosComputed) {
115
- Effect.ShadersStore[name + "VertexShader"] = Effect.ShadersStore[name + "VertexShader"].replace("#define CUSTOM_VERTEX_UPDATE_WORLDPOS", this.CustomParts.Vertex_After_WorldPosComputed);
116
- }
117
- Effect.ShadersStore[name + "PixelShader"] = this.FragmentShader.replace("#define CUSTOM_FRAGMENT_BEGIN", this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : "")
118
- .replace("#define CUSTOM_FRAGMENT_MAIN_BEGIN", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : "")
119
- .replace("#define CUSTOM_FRAGMENT_DEFINITIONS", (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : ""))
120
- .replace("#define CUSTOM_FRAGMENT_UPDATE_ALBEDO", this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : "")
121
- .replace("#define CUSTOM_FRAGMENT_UPDATE_ALPHA", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : "")
122
- .replace("#define CUSTOM_FRAGMENT_BEFORE_LIGHTS", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : "")
123
- .replace("#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS", this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : "")
124
- .replace("#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE", this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : "")
125
- .replace("#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION", this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : "")
126
- .replace("#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : "")
127
- .replace("#define CUSTOM_FRAGMENT_MAIN_END", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : "");
128
- if (this.CustomParts.Fragment_Before_Fog) {
129
- Effect.ShadersStore[name + "PixelShader"] = Effect.ShadersStore[name + "PixelShader"].replace("#define CUSTOM_FRAGMENT_BEFORE_FOG", this.CustomParts.Fragment_Before_Fog);
130
- }
131
- this._isCreatedShader = true;
132
- this._createdShaderName = name;
133
- return name;
134
- };
135
- PBRCustomMaterial.prototype.AddUniform = function (name, kind, param) {
136
- if (!this._customUniform) {
137
- this._customUniform = new Array();
138
- this._newUniforms = new Array();
139
- this._newSamplerInstances = {};
140
- this._newUniformInstances = {};
141
- }
142
- if (param) {
143
- if (kind.indexOf("sampler") != -1) {
144
- this._newSamplerInstances[kind + "-" + name] = param;
145
- }
146
- else {
147
- this._newUniformInstances[kind + "-" + name] = param;
148
- }
149
- }
150
- this._customUniform.push("uniform " + kind + " " + name + ";");
151
- this._newUniforms.push(name);
152
- return this;
153
- };
154
- PBRCustomMaterial.prototype.AddAttribute = function (name) {
155
- if (!this._customAttributes) {
156
- this._customAttributes = [];
157
- }
158
- this._customAttributes.push(name);
159
- return this;
160
- };
161
- PBRCustomMaterial.prototype.Fragment_Begin = function (shaderPart) {
162
- this.CustomParts.Fragment_Begin = shaderPart;
163
- return this;
164
- };
165
- PBRCustomMaterial.prototype.Fragment_Definitions = function (shaderPart) {
166
- this.CustomParts.Fragment_Definitions = shaderPart;
167
- return this;
168
- };
169
- PBRCustomMaterial.prototype.Fragment_MainBegin = function (shaderPart) {
170
- this.CustomParts.Fragment_MainBegin = shaderPart;
171
- return this;
172
- };
173
- PBRCustomMaterial.prototype.Fragment_Custom_Albedo = function (shaderPart) {
174
- this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace("result", "surfaceAlbedo");
175
- return this;
176
- };
177
- PBRCustomMaterial.prototype.Fragment_Custom_Alpha = function (shaderPart) {
178
- this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
179
- return this;
180
- };
181
- PBRCustomMaterial.prototype.Fragment_Before_Lights = function (shaderPart) {
182
- this.CustomParts.Fragment_Before_Lights = shaderPart;
183
- return this;
184
- };
185
- PBRCustomMaterial.prototype.Fragment_Custom_MetallicRoughness = function (shaderPart) {
186
- this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;
187
- return this;
188
- };
189
- PBRCustomMaterial.prototype.Fragment_Custom_MicroSurface = function (shaderPart) {
190
- this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;
191
- return this;
192
- };
193
- PBRCustomMaterial.prototype.Fragment_Before_Fog = function (shaderPart) {
194
- this.CustomParts.Fragment_Before_Fog = shaderPart;
195
- return this;
196
- };
197
- PBRCustomMaterial.prototype.Fragment_Before_FinalColorComposition = function (shaderPart) {
198
- this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;
199
- return this;
200
- };
201
- PBRCustomMaterial.prototype.Fragment_Before_FragColor = function (shaderPart) {
202
- this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
203
- return this;
204
- };
205
- PBRCustomMaterial.prototype.Fragment_MainEnd = function (shaderPart) {
206
- this.CustomParts.Fragment_MainEnd = shaderPart;
207
- return this;
208
- };
209
- PBRCustomMaterial.prototype.Vertex_Begin = function (shaderPart) {
210
- this.CustomParts.Vertex_Begin = shaderPart;
211
- return this;
212
- };
213
- PBRCustomMaterial.prototype.Vertex_Definitions = function (shaderPart) {
214
- this.CustomParts.Vertex_Definitions = shaderPart;
215
- return this;
216
- };
217
- PBRCustomMaterial.prototype.Vertex_MainBegin = function (shaderPart) {
218
- this.CustomParts.Vertex_MainBegin = shaderPart;
219
- return this;
220
- };
221
- PBRCustomMaterial.prototype.Vertex_Before_PositionUpdated = function (shaderPart) {
222
- this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
223
- return this;
224
- };
225
- PBRCustomMaterial.prototype.Vertex_Before_NormalUpdated = function (shaderPart) {
226
- this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
227
- return this;
228
- };
229
- PBRCustomMaterial.prototype.Vertex_After_WorldPosComputed = function (shaderPart) {
230
- this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;
231
- return this;
232
- };
233
- PBRCustomMaterial.prototype.Vertex_MainEnd = function (shaderPart) {
234
- this.CustomParts.Vertex_MainEnd = shaderPart;
235
- return this;
236
- };
237
- PBRCustomMaterial.ShaderIndexer = 1;
238
- return PBRCustomMaterial;
239
- }(PBRMaterial));
240
- export { PBRCustomMaterial };
241
- RegisterClass("BABYLON.PBRCustomMaterial", PBRCustomMaterial);
1
+ import { __extends } from "tslib";
2
+ import { Effect } from "@babylonjs/core/Materials/effect.js";
3
+ import { PBRMaterial } from "@babylonjs/core/Materials/PBR/pbrMaterial.js";
4
+ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
5
+ import { ShaderCodeInliner } from "@babylonjs/core/Engines/Processors/shaderCodeInliner.js";
6
+ var ShaderAlebdoParts = /** @class */ (function () {
7
+ function ShaderAlebdoParts() {
8
+ }
9
+ return ShaderAlebdoParts;
10
+ }());
11
+ export { ShaderAlebdoParts };
12
+ var PBRCustomMaterial = /** @class */ (function (_super) {
13
+ __extends(PBRCustomMaterial, _super);
14
+ function PBRCustomMaterial(name, scene) {
15
+ var _this = _super.call(this, name, scene) || this;
16
+ _this.CustomParts = new ShaderAlebdoParts();
17
+ _this.customShaderNameResolve = _this.Builder;
18
+ _this.FragmentShader = Effect.ShadersStore["pbrPixelShader"];
19
+ _this.VertexShader = Effect.ShadersStore["pbrVertexShader"];
20
+ _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore["pbrBlockAlbedoOpacity"]);
21
+ _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore["pbrBlockReflectivity"]);
22
+ _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore["pbrBlockFinalColorComposition"]);
23
+ return _this;
24
+ }
25
+ PBRCustomMaterial.prototype.AttachAfterBind = function (mesh, effect) {
26
+ if (this._newUniformInstances) {
27
+ for (var el in this._newUniformInstances) {
28
+ var ea = el.toString().split("-");
29
+ if (ea[0] == "vec2") {
30
+ effect.setVector2(ea[1], this._newUniformInstances[el]);
31
+ }
32
+ else if (ea[0] == "vec3") {
33
+ effect.setVector3(ea[1], this._newUniformInstances[el]);
34
+ }
35
+ else if (ea[0] == "vec4") {
36
+ effect.setVector4(ea[1], this._newUniformInstances[el]);
37
+ }
38
+ else if (ea[0] == "mat4") {
39
+ effect.setMatrix(ea[1], this._newUniformInstances[el]);
40
+ }
41
+ else if (ea[0] == "float") {
42
+ effect.setFloat(ea[1], this._newUniformInstances[el]);
43
+ }
44
+ }
45
+ }
46
+ if (this._newSamplerInstances) {
47
+ for (var el in this._newSamplerInstances) {
48
+ var ea = el.toString().split("-");
49
+ if (ea[0] == "sampler2D" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {
50
+ effect.setTexture(ea[1], this._newSamplerInstances[el]);
51
+ }
52
+ }
53
+ }
54
+ };
55
+ PBRCustomMaterial.prototype.ReviewUniform = function (name, arr) {
56
+ if (name == "uniform" && this._newUniforms) {
57
+ for (var ind = 0; ind < this._newUniforms.length; ind++) {
58
+ if (this._customUniform[ind].indexOf("sampler") == -1) {
59
+ arr.push(this._newUniforms[ind]);
60
+ }
61
+ }
62
+ }
63
+ if (name == "sampler" && this._newUniforms) {
64
+ for (var ind = 0; ind < this._newUniforms.length; ind++) {
65
+ if (this._customUniform[ind].indexOf("sampler") != -1) {
66
+ arr.push(this._newUniforms[ind]);
67
+ }
68
+ }
69
+ }
70
+ return arr;
71
+ };
72
+ PBRCustomMaterial.prototype.Builder = function (shaderName, uniforms, uniformBuffers, samplers, defines, attributes, options) {
73
+ var _this = this;
74
+ if (options) {
75
+ var currentProcessing_1 = options.processFinalCode;
76
+ options.processFinalCode = function (type, code) {
77
+ if (type === "vertex") {
78
+ return currentProcessing_1 ? currentProcessing_1(type, code) : code;
79
+ }
80
+ var sci = new ShaderCodeInliner(code);
81
+ sci.inlineToken = "#define pbr_inline";
82
+ sci.processCode();
83
+ return currentProcessing_1 ? currentProcessing_1(type, sci.code) : sci.code;
84
+ };
85
+ }
86
+ if (attributes && this._customAttributes && this._customAttributes.length > 0) {
87
+ attributes.push.apply(attributes, this._customAttributes);
88
+ }
89
+ this.ReviewUniform("uniform", uniforms);
90
+ this.ReviewUniform("sampler", samplers);
91
+ if (this._isCreatedShader) {
92
+ return this._createdShaderName;
93
+ }
94
+ this._isCreatedShader = false;
95
+ PBRCustomMaterial.ShaderIndexer++;
96
+ var name = "custom_" + PBRCustomMaterial.ShaderIndexer;
97
+ var fn_afterBind = this._afterBind.bind(this);
98
+ this._afterBind = function (m, e) {
99
+ if (!e) {
100
+ return;
101
+ }
102
+ _this.AttachAfterBind(m, e);
103
+ try {
104
+ fn_afterBind(m, e);
105
+ }
106
+ catch (e) { }
107
+ };
108
+ Effect.ShadersStore[name + "VertexShader"] = this.VertexShader.replace("#define CUSTOM_VERTEX_BEGIN", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : "")
109
+ .replace("#define CUSTOM_VERTEX_DEFINITIONS", (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : ""))
110
+ .replace("#define CUSTOM_VERTEX_MAIN_BEGIN", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : "")
111
+ .replace("#define CUSTOM_VERTEX_UPDATE_POSITION", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : "")
112
+ .replace("#define CUSTOM_VERTEX_UPDATE_NORMAL", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : "")
113
+ .replace("#define CUSTOM_VERTEX_MAIN_END", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : "");
114
+ if (this.CustomParts.Vertex_After_WorldPosComputed) {
115
+ Effect.ShadersStore[name + "VertexShader"] = Effect.ShadersStore[name + "VertexShader"].replace("#define CUSTOM_VERTEX_UPDATE_WORLDPOS", this.CustomParts.Vertex_After_WorldPosComputed);
116
+ }
117
+ Effect.ShadersStore[name + "PixelShader"] = this.FragmentShader.replace("#define CUSTOM_FRAGMENT_BEGIN", this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : "")
118
+ .replace("#define CUSTOM_FRAGMENT_MAIN_BEGIN", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : "")
119
+ .replace("#define CUSTOM_FRAGMENT_DEFINITIONS", (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : ""))
120
+ .replace("#define CUSTOM_FRAGMENT_UPDATE_ALBEDO", this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : "")
121
+ .replace("#define CUSTOM_FRAGMENT_UPDATE_ALPHA", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : "")
122
+ .replace("#define CUSTOM_FRAGMENT_BEFORE_LIGHTS", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : "")
123
+ .replace("#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS", this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : "")
124
+ .replace("#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE", this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : "")
125
+ .replace("#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION", this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : "")
126
+ .replace("#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : "")
127
+ .replace("#define CUSTOM_FRAGMENT_MAIN_END", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : "");
128
+ if (this.CustomParts.Fragment_Before_Fog) {
129
+ Effect.ShadersStore[name + "PixelShader"] = Effect.ShadersStore[name + "PixelShader"].replace("#define CUSTOM_FRAGMENT_BEFORE_FOG", this.CustomParts.Fragment_Before_Fog);
130
+ }
131
+ this._isCreatedShader = true;
132
+ this._createdShaderName = name;
133
+ return name;
134
+ };
135
+ PBRCustomMaterial.prototype.AddUniform = function (name, kind, param) {
136
+ if (!this._customUniform) {
137
+ this._customUniform = new Array();
138
+ this._newUniforms = new Array();
139
+ this._newSamplerInstances = {};
140
+ this._newUniformInstances = {};
141
+ }
142
+ if (param) {
143
+ if (kind.indexOf("sampler") != -1) {
144
+ this._newSamplerInstances[kind + "-" + name] = param;
145
+ }
146
+ else {
147
+ this._newUniformInstances[kind + "-" + name] = param;
148
+ }
149
+ }
150
+ this._customUniform.push("uniform " + kind + " " + name + ";");
151
+ this._newUniforms.push(name);
152
+ return this;
153
+ };
154
+ PBRCustomMaterial.prototype.AddAttribute = function (name) {
155
+ if (!this._customAttributes) {
156
+ this._customAttributes = [];
157
+ }
158
+ this._customAttributes.push(name);
159
+ return this;
160
+ };
161
+ PBRCustomMaterial.prototype.Fragment_Begin = function (shaderPart) {
162
+ this.CustomParts.Fragment_Begin = shaderPart;
163
+ return this;
164
+ };
165
+ PBRCustomMaterial.prototype.Fragment_Definitions = function (shaderPart) {
166
+ this.CustomParts.Fragment_Definitions = shaderPart;
167
+ return this;
168
+ };
169
+ PBRCustomMaterial.prototype.Fragment_MainBegin = function (shaderPart) {
170
+ this.CustomParts.Fragment_MainBegin = shaderPart;
171
+ return this;
172
+ };
173
+ PBRCustomMaterial.prototype.Fragment_Custom_Albedo = function (shaderPart) {
174
+ this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace("result", "surfaceAlbedo");
175
+ return this;
176
+ };
177
+ PBRCustomMaterial.prototype.Fragment_Custom_Alpha = function (shaderPart) {
178
+ this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
179
+ return this;
180
+ };
181
+ PBRCustomMaterial.prototype.Fragment_Before_Lights = function (shaderPart) {
182
+ this.CustomParts.Fragment_Before_Lights = shaderPart;
183
+ return this;
184
+ };
185
+ PBRCustomMaterial.prototype.Fragment_Custom_MetallicRoughness = function (shaderPart) {
186
+ this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;
187
+ return this;
188
+ };
189
+ PBRCustomMaterial.prototype.Fragment_Custom_MicroSurface = function (shaderPart) {
190
+ this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;
191
+ return this;
192
+ };
193
+ PBRCustomMaterial.prototype.Fragment_Before_Fog = function (shaderPart) {
194
+ this.CustomParts.Fragment_Before_Fog = shaderPart;
195
+ return this;
196
+ };
197
+ PBRCustomMaterial.prototype.Fragment_Before_FinalColorComposition = function (shaderPart) {
198
+ this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;
199
+ return this;
200
+ };
201
+ PBRCustomMaterial.prototype.Fragment_Before_FragColor = function (shaderPart) {
202
+ this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
203
+ return this;
204
+ };
205
+ PBRCustomMaterial.prototype.Fragment_MainEnd = function (shaderPart) {
206
+ this.CustomParts.Fragment_MainEnd = shaderPart;
207
+ return this;
208
+ };
209
+ PBRCustomMaterial.prototype.Vertex_Begin = function (shaderPart) {
210
+ this.CustomParts.Vertex_Begin = shaderPart;
211
+ return this;
212
+ };
213
+ PBRCustomMaterial.prototype.Vertex_Definitions = function (shaderPart) {
214
+ this.CustomParts.Vertex_Definitions = shaderPart;
215
+ return this;
216
+ };
217
+ PBRCustomMaterial.prototype.Vertex_MainBegin = function (shaderPart) {
218
+ this.CustomParts.Vertex_MainBegin = shaderPart;
219
+ return this;
220
+ };
221
+ PBRCustomMaterial.prototype.Vertex_Before_PositionUpdated = function (shaderPart) {
222
+ this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
223
+ return this;
224
+ };
225
+ PBRCustomMaterial.prototype.Vertex_Before_NormalUpdated = function (shaderPart) {
226
+ this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
227
+ return this;
228
+ };
229
+ PBRCustomMaterial.prototype.Vertex_After_WorldPosComputed = function (shaderPart) {
230
+ this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;
231
+ return this;
232
+ };
233
+ PBRCustomMaterial.prototype.Vertex_MainEnd = function (shaderPart) {
234
+ this.CustomParts.Vertex_MainEnd = shaderPart;
235
+ return this;
236
+ };
237
+ PBRCustomMaterial.ShaderIndexer = 1;
238
+ return PBRCustomMaterial;
239
+ }(PBRMaterial));
240
+ export { PBRCustomMaterial };
241
+ RegisterClass("BABYLON.PBRCustomMaterial", PBRCustomMaterial);
242
242
  //# sourceMappingURL=pbrCustomMaterial.js.map